Does anyone know how can you make these lines of code in a material?
Stencil
{
Ref 1
Comp always
Pass replace
}
Stencil
{
Ref 1
Comp notequal
Pass keep
}
Also, do you know how to change the render queue in a material?
Does anyone know how can you make these lines of code in a material?
Stencil
{
Ref 1
Comp always
Pass replace
}
Stencil
{
Ref 1
Comp notequal
Pass keep
}
Also, do you know how to change the render queue in a material?
There are set from the engine code, not material.
You cannot change queue in material. You can however change queue per object by adjusting translucency sort priority.
I think I had to be more concise. What I wanted to do in a material was this:
Shader “Mask”
{
Properties
{
_MainTex(“Diffuse”, 2D)=“white”{}
}
SubShader
{
Tags{“Queue”=“Geometry-1”}
ColorMask 0
ZWrite off
Stencil
{
Ref 1
Comp always
Pass replace
}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
FallBack "Diffuse"
}
And this:
Shader "Wall"
{
Properties
{
_MainTex("Diffuse", 2D)="white"{}
}
SubShader
{
Tags{"Queue"="Geometry"}
Stencil
{
Ref 1
Comp notequal
Pass keep
}
CGPROGRAM
#pragma surface surf Lambert
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
}
ENDCG
}
FallBack "Diffuse"
}
Any ideas of how to do it?